Claw of ValorAppearance: Item should look like a sun shaped claw, with wavy forks coming out from the bow shaped bar around the grip.
550g Iron Shield
803g Shield of Five
225g Logger's Hatchet
1578g Components + 802g Receipt = 2380g
(Receipt is re-purchasable)
On Tree: Consumption grants Loveless for 10 seconds.
(Range of tree chopping equal to Logger's Hatchet)With 40 seconds cooldown upon successful attack on enemy Hero or 10s cooldown when not attacking enemy heroes.
When not attacking enemy heroes, after the duration of 10s, Heals the owner for 115 over 15s +5% of max health.
Loveless Effect: Buff will cause auto attacks for 10 seconds on enemy heroes to apply damage over time equal to the amount of physical armor of the item's owner. Each second 2 damage is applied as True and Lethal, this means that the damage will not be lowered by physical and magical armor nor will it perish upon shrunken head activation. Damage over time will not stack, but reapply with each auto attack while the buff is active. De-buff will break upon receiving heal, life steal does not count. Also while healing the damage will last for 1 additional second, which will prevent enemies from using bottle or health potions as the main source of deflecting the item usage. Thus increasing harassment potential from early stages of the game where heroes armor, which the item bases damage from, is low.
2) Repurchase receipt grants x2 the amount of armor as damage, 4 damage each second is applied. Also grants pure vision of first hero attacked for the duration of damage. Beside that adds +1 to all stats.
3) Second repurchase receipt grants x3 the amount of armor as damage, 6 damage each second is applied. Also grants pure vision of all heroes attacked for the duration of damage. Beside that adds +1 to all stats.
Limit of time an enemy is view is 40 seconds despite the amount of armor.
Duration of dot and pure vision lowered by 50%.
Example of usage: 1) Hammerstorm tries to gank, but after his first stun, enemy tries to gains some distance to portal key away. Dot prevents that from happening for a short duration. 2) Sandwrath needs an item that provides both health regeneration, shield and presumably something to aid him while ganking. Shield with Heal? pretty good early to mid game item. 3) Warbeast dives but shortly after he appears on the battlefield the enemy tries to juke him. Pure vision helps him up with pinning down a particular enemy. 4) Gemini dives in between enemies to get the kill, but it's not enough. Don't worry, DOT makes sure he claims the kill. 5) Pharaoh getting annoyed that he can't provide enough harassment to dis encourage the enemy. Dot comes in handy to provide that additional harassment.This item is useful for melee agility and strength heroes. Causing their attacks to put on cooldown portal keys, apply better harassment, and ability to track down the enemy. Since there are so many items that grant range heroes so many useful properties, making Emerald Warden or Flint Beastwood to easily kill a melee hero, i think that this item will help the Melee section of the hero pool. Especially those slow attacking melee, that can't move as fast to outjuke faster heroes. Also this item is made out of components that don't find much usage in game, so i'm sure people will learn to enjoy it quickly. I made sure that the cooldown and activation wouldn't be abuse, so heroes like scout would have to break invisibility before using this item. It's an initiation item made out of items that are already quickly to find in their first item picks.
Item Mathematics: A certain Melee hero has 2 physical armor, after purchasing Claw of Valor, the hero now has 2 + 10 = 12 armor. After consuming a tree, he gains Loveless for 10 seconds. If he decides to attack an enemy hero, no matter which second for the duration of buff being active, he will apply the same amount of DOT damage. Also while successfully auto attacking an enemy hero he triggers the 40s cooldown instead of 10s cooldown, and will not receive 115 heal for 15s+ 5% of max health,after 10s buff duration from the time he eat a tree. Having attack two times an enemy hero, that hero will receive a buff which will reapply with each attack, granting 2 dmg on second, for 6 seconds. This damage will break upon receiving heal by the enemy, but either by spell, item usage, or consumable, the DOT will stay for additional 1 second after heal has began, preventing from using bottle or health potions. If the item owner decides to repurchase the receipt, it will grant him 4 damage on second for 6 seconds, and pure vision above the first enemy the item owner decides to auto attack. If the item owner decides to repurchase the receipt again, it will grant him 6 damage on second for 6 seconds, and pure vision above all enemies the item owner decides to attack. Having higher armor does not grant bigger damage but longer duration, as with 20 armor, the buff will stay for 10s dealing 2/4/6 damage per second, and with 40 armor, the buff will stay 20s. Range hero on the contrary will also gain each and every effect of the item but the duration of damage will be reduce by 50%. Which in result instead of -for example- dealing 10s dot from 20 armor, will deal only 5s dot.
-"Damage over time as well as Pure Vision breaks upon receiving heal." Instead only DOT.
- Reduced range heroes dot time to 75% instead of 50%.
- Added examples of usage.
- Added "(Range of tree chopping equal to Logger's Hatchet)"
- Reworked description to make it more clear.
- Added Item Mathematics.
- Backed up the range time of dot reduction to 50% instead of 75%.
- Reworked the idea of perishing the debuff by heal, adding +1 second damage after heal, to prevent bottle and health potion usage.
- Added images under names of items.
- Added +1 to all stats with each upgrade, to different each step of upgrade for player.
-Added "+5% of max health" so that item's heal will be useful early and late game.
-Added "Limit of time an enemy is view is 40 seconds despite the amount of armor."
Last edited by BeetlePunk; 06-17-2012 at 07:48 AM. Reason: Changelog.
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